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ares_mothership

Ares Mothership

The Ares Mothership is a large Martian vehicle propelled by unknown means, and it represents the first extraterrestrial construct to enter Earth’s atmosphere in recorded history. Its powerful lasers immediately answered the question of whether alien intelligence would be friendly or hostile. As the vanguard of the Martian invasion of the planet, Ares Mothership prosecutes a campaign of destruction across the globe, securing valuable resources that it can transform into new Martian assault craft.

Stats

Alpha Form

Alpha FormStatline
Speed 7
Defense 8
Health 11 → 6
AttacksStatlineLinked Abilities
Brawl 6 - 3 Manufacture
Blast 6 - 4 -
Power 5 - 4 -

Hyper Form

Hyper Form Statline
Speed 7
Defense 8
Health 5 → 0
AttacksStatlineLinked Abilities
Brawl 6 - 4 Manufacture
Blast 6 - 5 Hit & Run
Power 5 - 4 -

Abilities

Alpha Form

Alpha Form Description
Action: Abduct[4] This model can spend one Action Die to perform an Abduct action during its activation. If this model is adjacent to an enemy unit with DEF 4 or less, return the enemy unit to the opponent's unit reserve.
Action: Transport This model can spend one Action Die to perform a Transport action. Take one allied unit with the Cargo special rule from your unit reserves and place it in play adjacent to this model.
Flight This model can end its movement over impassable terrain and is immune to hazards except when colliding with them.
High Mobility This model can move through other models and may treat all terrain as open terrain. This model is immune to hazards except when it ends its advancement on a hazard, but it still suffers all the effects as a result of colliding with hazards and other models. A unit with High Mobility cannot end its movement on impassable terrain.
Manufacture If this attack his an enemy unit, immediately after the attack has been resolved replace the enemy unit hit with a Faction unit from your unit reserves. The replacing Faction unit cannot participate in an attack this activation.
Mechanical This monster is mechanical.
Steady Enemy monsters do not roll Boost Dice when making body slam power attacks against this model.

Hyper Form

Hyper Form Description
Flight This model can end its movement over impassable terrain and is immune to hazards except when colliding with them.
High Mobility This model can move through other models and may treat all terrain as open terrain. This model is immune to hazards except when it ends its advancement on a hazard, but it still suffers all the effects as a result of colliding with hazards and other models. A unit with High Mobility cannot end its movement on impassable terrain.
Hit & Run If this model hits a target model with this attack, immediately after the attack is resolved advance this model up to 3 spaces even if this model has already advanced this turn.
Manufacture If this attack his an enemy unit, immediately after the attack has been resolved replace the enemy unit hit with a Faction unit from your unit reserves. The replacing Faction unit cannot participate in an attack this activation.
Mechanical This monster is mechanical.
Spotter Enemy models within two spaces of this model have their DEF reduced by 1 against blast attacks made by allied models, to a minimum of 1.
Steady Enemy monsters do not roll Boost Dice when making body slam power attacks against this model.
Tactical Command While this model is in play, allied Faction unit's blast attacks gain the Hit & Run special rule.

Playstyle

N/A

Pairings

N/A